Explore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and face the pain haunting your ... Read allExplore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and face the pain haunting your hometown.Explore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and face the pain haunting your hometown.
Adriyan Rae
- Hazel
- (voice)
Ahmed Best
- Roux
- (voice)
Amy Landecker
- Lily
- (voice)
Andrew Morgado
- Bo (fka Cooter)
- (voice)
- …
Ashley Rae Spillers
- Jolene
- (voice)
- (as Ashley Spillers)
Auguste Lercher
- Cheri Tree
- (voice)
Brad Grusnick
- Old Itchy
- (voice)
Brian T. Stevenson
- Rhubarb
- (voice)
Cayden K. Williams
- Young Laurent
- (voice)
- (as Cayden Williams)
Cynthia Kaye McWilliams
- Lacey
- (voice)
- (as Cynthia K. McWilliams)
Debra Cardona
- Bunny
- (voice)
Ella Joyce
- Pearl
- (voice)
Jim Conroy
- Trey
- (voice)
Joel Steingold
- Laurent
- (voice)
Johnnie Hobbs III
- Shakin' Bones
- (voice)
- (as Johnnie Hobbs)
Featured reviews
It's important to remember sometimes that games are primarily a source of entertainment. Their primary goal is to make the player have fun. Games can also invoke strong and powerful emotions, present players with important lessons etc. But sometimes gamers just want to play a good old fashioned video game like from the old days (I'm talking PS2/PS3/XBOX/360 era). South of Midnight is exactly that.
This title will immediately remind you of why we love games. Why we play them and what we have forgotten along the way. We focus way too much on 60FPS/4K and ray tracing and bloat and remakes and remasters that we forget to enjoy the smaller, more conventional games like this.
This is a full blown platforming action adventure game that has no fear of showing it. It embraces all of its influences and runs with it. For better or worse.
The game does a lot of things very, very good. The graphics are great and innovative. The stop-motion really gives the whole game a unique visual vibe combined with the settings and vibrant colors, shades and pallets. South of Midnight is a really nice looking game. Second, the music is phenomenal. Not only does it serve as a nice musical background, it is sometimes used as a narrative instrument which is quite cool once you get to those parts. The game is technically polished. I had nearly no glitches, not a single crash or stutter. The voice acting is great and the characters are memorable and empathetic. Some of the side characters have an amazing amount of weigh to them and once you meet them, you want to spend time with them. Some of them are incredibly likeable. Platforming is fun and has quite a lot of fun traversal mechanics. Nothing original or noteworthy but it all serves the main purpose - to be entertaining.
Things that should have been better are the story, the ending and the combat. The story is rounded and has a head and a tail. However, certain plot points deserved a bit more development. Certain plot points do not necessarily make sense, especially if you start to analyse them. However, it is not a bad story, just not a great one. The ending feels a little rushed and it is a shame that the final chapter doesn't expand on the idea that was being told throughout the main campaign. The side stories are, in that regard, much more interesting and pack a meaner emotional punch. Some of them stuck with me a long while after the end credits rolled. The least good part of the game is the combat. It is unfortunate that once you see the first combat encounter you've seen all of them. The boss battles mostly rely on luck as the controls tend to develop a mind of their own in certain cases; quite a few times the input lag has caused me to die or take damage I should not have taken. It is serviceable, but it is is incredibly uninspiring even with all the magic spells you can use. A shame because the enemy design is also quite nice.
This is a game that is meant for players yearning for an oldschool action adventure. It is nicely made, it has a good story and very good side stories, amazing supporting characters and creature design, but the combat is underdeveloped and dull with sometimes unresponsive controls (unlike the rest of the game). I highly recommend using a controller as the default keyboard and mouse controls are serviceable but evidently not the primary intended control scheme.
It's a game that made me have fun like a kid again playing games after school. We need more games like this.
This title will immediately remind you of why we love games. Why we play them and what we have forgotten along the way. We focus way too much on 60FPS/4K and ray tracing and bloat and remakes and remasters that we forget to enjoy the smaller, more conventional games like this.
This is a full blown platforming action adventure game that has no fear of showing it. It embraces all of its influences and runs with it. For better or worse.
The game does a lot of things very, very good. The graphics are great and innovative. The stop-motion really gives the whole game a unique visual vibe combined with the settings and vibrant colors, shades and pallets. South of Midnight is a really nice looking game. Second, the music is phenomenal. Not only does it serve as a nice musical background, it is sometimes used as a narrative instrument which is quite cool once you get to those parts. The game is technically polished. I had nearly no glitches, not a single crash or stutter. The voice acting is great and the characters are memorable and empathetic. Some of the side characters have an amazing amount of weigh to them and once you meet them, you want to spend time with them. Some of them are incredibly likeable. Platforming is fun and has quite a lot of fun traversal mechanics. Nothing original or noteworthy but it all serves the main purpose - to be entertaining.
Things that should have been better are the story, the ending and the combat. The story is rounded and has a head and a tail. However, certain plot points deserved a bit more development. Certain plot points do not necessarily make sense, especially if you start to analyse them. However, it is not a bad story, just not a great one. The ending feels a little rushed and it is a shame that the final chapter doesn't expand on the idea that was being told throughout the main campaign. The side stories are, in that regard, much more interesting and pack a meaner emotional punch. Some of them stuck with me a long while after the end credits rolled. The least good part of the game is the combat. It is unfortunate that once you see the first combat encounter you've seen all of them. The boss battles mostly rely on luck as the controls tend to develop a mind of their own in certain cases; quite a few times the input lag has caused me to die or take damage I should not have taken. It is serviceable, but it is is incredibly uninspiring even with all the magic spells you can use. A shame because the enemy design is also quite nice.
This is a game that is meant for players yearning for an oldschool action adventure. It is nicely made, it has a good story and very good side stories, amazing supporting characters and creature design, but the combat is underdeveloped and dull with sometimes unresponsive controls (unlike the rest of the game). I highly recommend using a controller as the default keyboard and mouse controls are serviceable but evidently not the primary intended control scheme.
It's a game that made me have fun like a kid again playing games after school. We need more games like this.
I still remember the first presentation of South of Midnight back in 2024, which left me with a sense of nostalgia for classic titles like God of War and the early to mid-2000s Prince of Persia. The combination of quirky design and unique presentation immediately drew my interest. After its release in April 2025, I couldn't wait to dive into this brand new IP, snagging it in May.
At its core, South of Midnight follows Hazel Flood's journey after a hurricane completely devastates her hometown of Prospero. This narrative pulls players into a Southern Gothic reality teeming with folklore creatures, while Hazel navigates her role as a Weaver-a magical mender of broken bonds and spirits-in search of her mother, who has gone missing. Without spoiling too much, I can say that the story has layers worth uncovering.
One of the first points everyone recognizes is the engaging gameplay style, reminiscent of Hi-Fi Rush, though clearly distinct. While music plays an integral role in South of Midnight, the combat is not rhythm-based. Instead, it's more of an adventure platformer, featuring linear levels with opportunities for exploration where players can discover XP and hidden letters scattered throughout the environment.
The art direction steals the spotlight. Toggle the stop-motion mode on or off, and you're treated to visuals that feel as if Tim Burton directed a film around Louisiana's fascinating legends and myths. The distinct design and endearing characters complement the overall atmosphere beautifully. Speaking of atmosphere, the music acts almost as a character itself-it intricately chronicles the plot while delivering a stunning mix of bluegrass, blues, and gospel that enriches the immersive experience. Much like the music found in Far Cry 5, it's evocative and beautifully done. The voice acting is equally commendable, showcasing strong performances that enhance the game's narrative.
On the flip side, the gameplay can be a bit disappointing. Although not outright bad, it lacks the polish one might expect. The game consists of exploration, combat, and environmental puzzles. In terms of exploration, the absence of invisible walls when navigating branches and rooftops poses a significant risk of falling to your death. Additionally, various traps, whether they be mushrooms or spikes, feel more tedious than fun to avoid.
The combat, while generally snappy, occurs only in designated zones, offering no surprises when it comes to enemy encounters. The combat system itself relies on a simplistic combo and a few special moves that, while functional, don't stand up to the complexity of competing titles. The enemies you face-tar-like creatures with limited abilities-are few in number, with only about 5-6 different types, indicating they weren't the primary focus of development. Boss fights also follow a straightforward pattern, requiring specific strategies to defeat them rather than presenting real challenges.
Environmental puzzles are basic and revolve mainly around using Weaver magic to manipulate items, with a cute stuffed animal named Cruton assisting Hazel. While they serve their purpose, the puzzles are relatively easy and lack a sense of longevity.
Narratively, the story has commendable elements that reflect the passion and dedication put into the project. It's engaging overall, though some cutscenes might leave players a bit disinterested at times. I appreciated a surprise plot twist, but one issue was the introduction of characters Hazel supposedly knows well, making the player feel almost pressured to recognize them too.
Overall, South of Midnight is clearly a labor of love that showcases the potential of a new IP. While it possesses its flaws, particularly in gameplay mechanics, its heart shines through. I genuinely hope the developers will consider a sequel to refine these aspects. For now, I would rate it a solid 7.5/10.
Lastly, it's disheartening to witness the overt negativity surrounding the game stemming from various online factions. The backlash seems rooted more in bias than genuine critique-an unfortunate trend in a medium meant for enjoyment and exploration. Playing as an African American woman shouldn't be deemed "woke"; it's simply part of the narrative landscape. I encourage gamers to look past the sensationalism and enjoy South of Midnight for what it brings to the table.
At its core, South of Midnight follows Hazel Flood's journey after a hurricane completely devastates her hometown of Prospero. This narrative pulls players into a Southern Gothic reality teeming with folklore creatures, while Hazel navigates her role as a Weaver-a magical mender of broken bonds and spirits-in search of her mother, who has gone missing. Without spoiling too much, I can say that the story has layers worth uncovering.
One of the first points everyone recognizes is the engaging gameplay style, reminiscent of Hi-Fi Rush, though clearly distinct. While music plays an integral role in South of Midnight, the combat is not rhythm-based. Instead, it's more of an adventure platformer, featuring linear levels with opportunities for exploration where players can discover XP and hidden letters scattered throughout the environment.
The art direction steals the spotlight. Toggle the stop-motion mode on or off, and you're treated to visuals that feel as if Tim Burton directed a film around Louisiana's fascinating legends and myths. The distinct design and endearing characters complement the overall atmosphere beautifully. Speaking of atmosphere, the music acts almost as a character itself-it intricately chronicles the plot while delivering a stunning mix of bluegrass, blues, and gospel that enriches the immersive experience. Much like the music found in Far Cry 5, it's evocative and beautifully done. The voice acting is equally commendable, showcasing strong performances that enhance the game's narrative.
On the flip side, the gameplay can be a bit disappointing. Although not outright bad, it lacks the polish one might expect. The game consists of exploration, combat, and environmental puzzles. In terms of exploration, the absence of invisible walls when navigating branches and rooftops poses a significant risk of falling to your death. Additionally, various traps, whether they be mushrooms or spikes, feel more tedious than fun to avoid.
The combat, while generally snappy, occurs only in designated zones, offering no surprises when it comes to enemy encounters. The combat system itself relies on a simplistic combo and a few special moves that, while functional, don't stand up to the complexity of competing titles. The enemies you face-tar-like creatures with limited abilities-are few in number, with only about 5-6 different types, indicating they weren't the primary focus of development. Boss fights also follow a straightforward pattern, requiring specific strategies to defeat them rather than presenting real challenges.
Environmental puzzles are basic and revolve mainly around using Weaver magic to manipulate items, with a cute stuffed animal named Cruton assisting Hazel. While they serve their purpose, the puzzles are relatively easy and lack a sense of longevity.
Narratively, the story has commendable elements that reflect the passion and dedication put into the project. It's engaging overall, though some cutscenes might leave players a bit disinterested at times. I appreciated a surprise plot twist, but one issue was the introduction of characters Hazel supposedly knows well, making the player feel almost pressured to recognize them too.
Overall, South of Midnight is clearly a labor of love that showcases the potential of a new IP. While it possesses its flaws, particularly in gameplay mechanics, its heart shines through. I genuinely hope the developers will consider a sequel to refine these aspects. For now, I would rate it a solid 7.5/10.
Lastly, it's disheartening to witness the overt negativity surrounding the game stemming from various online factions. The backlash seems rooted more in bias than genuine critique-an unfortunate trend in a medium meant for enjoyment and exploration. Playing as an African American woman shouldn't be deemed "woke"; it's simply part of the narrative landscape. I encourage gamers to look past the sensationalism and enjoy South of Midnight for what it brings to the table.
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